[Bf-vfx] Bundle display orientation

Sebastian König koenig.sebastian at gmx.net
Sun Sep 18 11:16:21 CEST 2011


It just looks a bit weird when you orient the camera so that the solution matches the floor and the bundles are rotated and parallel to the camera but bit to the floor. (Bad) example: https://img.skitch.com/20110918-niyuk3gcbhe52rcfwpfh4113ec.png
That's why me too would be for bundles that follow the camera's orientation without changing their rotation.
And I'd go further, I think that the only thing the bundles should inherit form the camera is their position. I would find it much better if the bundles had a fixed size and rotation, instead of becoming bigger and smaller with the camera-scale, or becoming rotated in themselves when orienting the camera. Which, by the way, should also not become bigger/smaller when adjusting the scene size. :)
I hope that makes sense.

Cheers!
Sebastian


Am 17.09.2011 um 22:10 schrieb François T.:

> then again you can snap an empty on it ? Actually I'm not quite sure what your issue is here ?
> But maybe it could be an option in the property panel ? Sergey ? 
> 
> F.
> 
> 2011/9/17 Coen Spoor <jcspoor at planet.nl>
> I totally understand your point of view, Its just for quick reference when your aligning/offsetting the orientation of the camera in global space. The markers are indeed in camera space, which would be correct, only we almost always have to manually adjust the camera rotation, and I would find it more convenient to not only rely on the grid floor.
> 
> Hope it makes sense, I can manage without it, but it's just my 2 cents :)
> 
> Email:   jcspoor at planet.nl
> Twitter: @nachtwerk_vfx
> Skype:  coenspoor
> 
> Op 17 sep. 2011 om 16:51 heeft François T. <francoistarlier at gmail.com> het volgende geschreven:
> 
>> To me it makes since that bundles are in "camera space" which I believe is the case right now because you want to align them through the camera. 
>> You wouldn't change there position anyway, except snapping an emtpy on it or so for mesh reconstruction. Again in that case it is better to have it in camera space. 
>> 
>> not sure why you would need them in world space though ?
>> 
>> 
>> cheers,
>> 
>> F.
>> 
>> 
>> 
>> 2011/9/16 Coen Spoor <jcspoor at planet.nl>
>> Hi guys,
>> 
>> This is mostly addressed to Sergei(nazgul) but I'm open for some additional input. I just noticed that the bundles orientation is, I presume, local. What I was expecting when rotating the camera after applying the reconstruction to it, that the bundles(displayed as plain axes) would align themselves in global space, and therefore, the axes would align with the scene axes. It's not a showstopper by any means, but with a properly orientated reconstruction, I found it somewhat distracting. If you can find the time to look into it, I'd be very grateful!
>> 
>> Thanks again for all the hard work so far on the tracker and other projects youre working on!
>> 
>> Cheers,
>> Coen Spoor
>> NachtWerk vfx
>> 
>> Email:   jcspoor at planet.nl
>> Twitter: @nachtwerk_vfx
>> Skype:  coenspoor
>> 
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>> 
>> 
>> 
>> -- 
>> ____________________
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